Skip to main content

Posts

JUST PLAY 6TH EDITION !!!

Surfing the web today and ran across this: All armies must be Battleforged No Demonology powers. No Come the apocalypse allies. Primary Detachment is restriced to 1 FOC per 1999+1 You may take an Allied detachment from the same codex. Warp charges are capped to 12. It kind of makes me sad. I don't know why I even bother looking around at stuff. It is kind of like saying- hey, I know you weren't happy you actually picked an army that relies heavily on the psychic phase but maybe you should eBay that crap and pick up some nice tanks, dudes in power armor, or just buy a Warmahordes army. We truly want do make sure at best we can still shut down anything you try with a 4+ from our allied Rune Priest. It is just crazy to me how people are so terrified and up in arms about force organization chart. Remember the expanded force org list (think it was BoLS who came up with it). It was this eternal sprawl of Inquisition detachments, Imperial Knights, Legion of the Damned...

Weird Casters

So in a day or two, the book will be out for 7th Edition. I am pretty excited about the new psychic phase. I have lamented the daemons losing out entirely on the shooting phase, but here we have a lot to look forward to. The math crunchers have proven that it is statistically less likely you will cast anything in the new phase. But to me I see a dedicated phase playing out very well with my army. I'll try and break it down by the various pskyers I have models for. Horror units look pretty solid. Since I have a pair of 18 man mobs each including a herald of tzeentch I will probably run them exactly like that in 40k. The unit itself generates 3 warp charges. If it is blessed with Flickering Fire as a freebie, I can either generate another ability from the Lore of Change giving the unit potentially two shots or pick up a different discipline to either gain an additional attack or more versatility. Since they have Brotherhood of Sorcery the champion dies first on a Perils of the War...

The Guard

Finished off a unit of Wraithguard today. Thought I would post pics - this brings my total to twenty. They are durable models with a high toughness and MEQ saves. The cannons are short range, but pack a whallop. If I decide to use big ten man units they are going to be hard to just shoot off the board. One option with the list is fielding a Spiritseer which switches them from and Elite choice to troops. Having four scoring units roaming the board would be solid as well, supported with other things or just covering the entire board in 12" Wraithcannon goodness- hits on 3's, wounds almost everything on a 2+, denies armor saves, and crushes AV14 as well as anything in the game. The good thing about the new rules is they lost Wraithsight. Now you can ignore psykers in the unit or near them. The bad thing though, they lost their ability to add a warlock. Now you can pick up a Spiritseer as an independent character and attach him to the unit, but the days of 25pt warlo...

Tournaments

I wanted to reiterate this point again about the local tournament thing. I thought when Games Workshop created rules they were legal. I mean like the Warrior's Code codifies everything line by line. It is updated regularly and works for events at Warhammer World. Why aren't those same rules in effect everywhere. The idea of attending a tournament is to play games, have a chance at winning, and enjoy the fellowship of other players. Time and time again I hear things mentioned like "We probably would allow special character if it wasn't for (random name)." Local clubs will allow unpainted models in a heartbeat, but you aren't allowed to field Fortification Networks or some other random thing. What is so innately overpowered about spending points in buildings as opposed to fielding Troop models. It just seems overly protective because someone decided to allow this or that based on their personal feelings. The Las Vegas Open Tournament showed what you...

Exalted Flamers

I have patiently been waiting for an all Tzeentch list. I don't know exactly how I would field everything I have, but the concept of mixing Chaos Marines with daemons isn't new. I have been really trying to pull my stuff together in various lists. When I first picked up tons of Tzeentch daemons it was before the 6th edition Nerf Codex. I didn't complain to much about how badly they were hammered in the shooting phase because my idea was eventually I would run Thousand Sons and Horrors in conjunction with each other. The daemons themselves have such a pitiful shooting phase now. Folks can talk about the fickleness of the Chaos Gods all they want, but I don't see why this one army this one build is so penalized. Let's start from the beginning. The table in the book that starts the game- Storm of Magic. Rarely have I suffered dramatic effects from it. Even rarer still is the fact that it caused my opponents any issues. So basically you have this chart to ro...

Why So Bad - Warhammer Archers vs. 40k Shooting

I've been looking into running some fantasy games again using WFB . What I don't understand is why archers are so poor. I've discussed this at length with several people and my primary problem as I see it is the fact I am running high elves. In Warhammer, you required to field a percentage of point value in Core troops. Now that isn't such a big deal, but I am trying to decide whether to put my points into Silver Helms or Archers. The new models for the Lothern Sea Guard are amazing. I do already have a pile of Silver Helms and forty archers though, so my dilemma revolves around what is the best way forward. Armor saves have crept up in the game over the years. Models in armor have the ability to ignore a wound based on the equipment they possess. So someone in heavy armor with a shield has 4+ on a d6 to avoid taking damage. My Silverhelms with the Ilthimar barding and shields on elven steeds are running with a 2+ save. They are also rather expensive in term...

Jaws of the Wolf

We took a little time this week, and ran a game of 40k. It has been a while since we played anything quite this large in terms of point value. For me it was a good exercise, and I learned a few things. What bothered me was simply forgetting some of the simple things, hated flipping back and forth between the books, and unfortunately I am not sure when the next game is going to come again. It is like I want to be more committed to playing, but at the same time I want to keep moving forward on our D&D game. Without further rambling though, here is a list of what I learned or would rather remember next time- Throw Grenades - when you are really close to the enemy, select a model to toss a shooting attack. The Thunderwolf Cavalry my buddy was playing would have been unengaged soon if it would have hit on a flamer with a grenade. It is important whenever you are playing against someone with two wounds per figure to roll as many high strength attacks as possible separately to rem...